Lt. Commander
Join Date: Dec 2007
Posts: 120
Attack of the Killer Spiders!

If you've been messing around with costumes of npc groups, then you probably know how to do this. If not, here is how to make mobs of killer spiders.

I hope it's useful to someone.

http://starbaseugc.com/index.php/sto...iller-spiders/
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-06-2010, 09:24 PM
LOL, nice!

Edit:

You can make this seem a little more like an ambush if you put a "reach marker" objective in the hallway (without a waypoint) before the "kill" objective. Enemies won't spawn or appear on the minimap until the player gets an objective to kill them, so you can in effect make the spiders spawn right on top of the player when they step into the marker volume.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-06-2010, 09:45 PM
Also, you need to enter "spider" or whatever you want to call the mobs in the Contact box (under the Name box) so the nameplates over their head don't show as what the original mob unit was called.

EDIT: I'll also have to try Mapolis' suggestion whenever Foundry comes back up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-07-2010, 05:24 AM
Quote:
Originally Posted by mapolis View Post
Enemies won't spawn or appear on the minimap until the player gets an objective to kill them.
Good to know... I was trying to figure out how to get enemies to spawn when I wanted them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-07-2010, 06:36 AM
Quote:
Originally Posted by mapolis View Post
LOL, nice!

Edit:

You can make this seem a little more like an ambush if you put a "reach marker" objective in the hallway (without a waypoint) before the "kill" objective. Enemies won't spawn or appear on the minimap until the player gets an objective to kill them, so you can in effect make the spiders spawn right on top of the player when they step into the marker volume.
A very good tip.

Hey Mapolis, can we get some tribble costumes for Attack of the Killer Tribbles?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-07-2010, 08:57 AM
Quote:
Originally Posted by Kirkfat View Post
Attack of the Killer Spiders!

If you've been messing around with costumes of npc groups, then you probably know how to do this. If not, here is how to make mobs of killer spiders.

I hope it's useful to someone.

http://starbaseugc.com/index.php/sto...iller-spiders/
super cool thanks. Between you and Darren you've provided such a wealth of help and info. I bow to you both. thanks so much for all the work you do. I know it is greatly appreciated by everyone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-07-2010, 09:51 AM
Quote:
Originally Posted by Pikoy
super cool thanks. Between you and Darren you've provided such a wealth of help and info. I bow to you both. thanks so much for all the work you do. I know it is greatly appreciated by everyone.
Cool Thanks for the post. I'm still learning the tools, so hopefully my mistakes and oversights in the tutorials don't lead people astray, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-07-2010, 10:52 AM
Very useful tutorial, this also works the opposite way for making weaker level ships etc or spawning specific ships.

Example, I was working on a story where the player comes into a battle much like the battle of Wolf 359. Unfortunately, the current Borg in the game are pathetically weak, sad post Captain Janeway.

I messed around with the different Federation Squadrons to see what will consistently spawn weaker ships that a single Borg Cube can kick the crap out of, but if you use even the Weak Starfleet Squad it may endup spawning a large enough ship that will kick the crap out of a Borg Cube. (Anticlimatic to say the least)

The Fighter Squad seemed to be the only consistent random NPC generator that created ships that the Borg could easily destroy...but a bunch of fighters is just too much Star Wars for me. A little disappointing when you want to create a theme of a desperate fight against the borg, but I digress...

Anyways, looks like you had the same thought process, long story short, I came up with a bunch of costumes, for Galaxies, Excelsiors, Mirandas, etc and gave the "fighter actors" these costumes, and specific ship names.

Now you spawn into the mission with federation ships of all classes getting popped like Balloons (like they should be) and the fight feels a little more desperate.

This is what makes Foundry so exciting,"the work arounds" I'm sure given enough time, players will use these tools in ways the Dev's never imagined.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-07-2010, 12:18 PM
Quote:
Originally Posted by Lodar-Duggs
Very useful tutorial, this also works the opposite way for making weaker level ships etc or spawning specific ships.

Example, I was working on a story where the player comes into a battle much like the battle of Wolf 359. Unfortunately, the current Borg in the game are pathetically weak, sad post Captain Janeway.

I messed around with the different Federation Squadrons to see what will consistently spawn weaker ships that a single Borg Cube can kick the crap out of, but if you use even the Weak Starfleet Squad it may endup spawning a large enough ship that will kick the crap out of a Borg Cube. (Anticlimatic to say the least)

The Fighter Squad seemed to be the only consistent random NPC generator that created ships that the Borg could easily destroy...but a bunch of fighters is just too much Star Wars for me. A little disappointing when you want to create a theme of a desperate fight against the borg, but I digress...

Anyways, looks like you had the same thought process, long story short, I came up with a bunch of costumes, for Galaxies, Excelsiors, Mirandas, etc and gave the "fighter actors" these costumes, and specific ship names.

Now you spawn into the mission with federation ships of all classes getting popped like Balloons (like they should be) and the fight feels a little more desperate.

This is what makes Foundry so exciting,"the work arounds" I'm sure given enough time, players will use these tools in ways the Dev's never imagined.
that's a freakin awesome idea. I totally want to do something like this. Here's my question, how do you get opposing NPCs to fight each other? Will they automatically fight?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-07-2010, 01:23 PM
They sure do fight each other, place a friendly NPC spawn beside an Enemy NPC spawn and away they go. Just a note the Borg spawn will sometimes generate more then one Borg Cube or ship, so what I had to do was drag the other "Borg Actors" way way way up to the far corner, just incase they spawn in.

As a side note Actor #1 always appears to spawn the strongest ship in a Squadron, so in this case Borg #1will be the Cube or Tactical Cube, samething works for the Federation spawns, at least what I have seen so far.

When the devs add the ability to "delete" extra Actors from Squadrons, and or make it so we can HARD script what actually spawns and its appropriate level, then this will be alot easier.

PS Dont forget to put the Fed squadron with wander true and adjust their wander speed, or they will just sit there shooting the cube without moving, I put the Cube wander on False, and the Federation Ships on wander around 25-30 so they streak around the cube much like you see in all the Trek Shows.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 12:52 AM.